// Copyright (c) 2015- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "Common/GPU/Vulkan/VulkanLoader.h" #include "GPU/GPUInterface.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/PresentationCommon.h" #include "GPU/Vulkan/VulkanUtil.h" #include "GPU/Vulkan/DepalettizeShaderVulkan.h" class TextureCacheVulkan; class DrawEngineVulkan; class VulkanContext; class ShaderManagerVulkan; class VulkanTexture; class VulkanPushBuffer; class FramebufferManagerVulkan : public FramebufferManagerCommon { public: FramebufferManagerVulkan(Draw::DrawContext *draw); ~FramebufferManagerVulkan(); void SetTextureCache(TextureCacheVulkan *tc); void SetShaderManager(ShaderManagerVulkan *sm); void SetDrawEngine(DrawEngineVulkan *td); void SetVulkan2D(Vulkan2D *vk2d) { vulkan2D_ = vk2d; } void SetPushBuffer(VulkanPushBuffer *push) { push_ = push; } void BeginFrameVulkan(); // there's a BeginFrame in the base class, which this calls void EndFrame(); void DeviceLost() override; void DeviceRestore(Draw::DrawContext *draw) override; // If within a render pass, this will just issue a regular clear. If beginning a new render pass, // do that. void NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth); protected: void Bind2DShader() override; // Used by ReadFramebufferToMemory and later framebuffer block copies void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) override; private: void InitDeviceObjects(); void DestroyDeviceObjects(); // Used to keep track of command buffers here but have moved all that into Thin3D. VulkanPushBuffer *push_; enum { MAX_COMMAND_BUFFERS = 32, }; VkPipelineCache pipelineCache2D_; // Basic shaders VkShaderModule fsBasicTex_ = VK_NULL_HANDLE; VkShaderModule vsBasicTex_ = VK_NULL_HANDLE; VkShaderModule stencilVs_ = VK_NULL_HANDLE; VkShaderModule stencilFs_ = VK_NULL_HANDLE; VkPipeline cur2DPipeline_ = VK_NULL_HANDLE; VkSampler linearSampler_; VkSampler nearestSampler_; // Simple 2D drawing engine. Vulkan2D *vulkan2D_; };